At License Level 1, pilots are still limited to the GMS Everest chassis. However, their first License point allows them to try out new tactics and builds. Each of the following mechs is built using an Everest chassis (and thus has the same Traits and Core system), with one system and/or weapon from another License that defines its preferred tactics.
Built to close with the enemy and deliver punishing damage across an area, this mech prioritizes short-range firepower that doesn't require reloading. It also features survivability upgrades, since it expects to be danger-close to its targets.
Typical deployment would be for the Linebacker to charge the enemy line, angling its Type-I Shield to intercept the most obvious threat. During the advance, it may drop a Smoke Grenade to protect its slower allies, or use a Quick Tech action like Bolster or Scan. Should it get hit by a knockdown effect, its Stable Structure system helps it remain upright. Once engaged in combat, the Shield should be aimed at a target the Linebacker isn't trying to kill.
At medium range, it can open up with the Assault Rifle. Once close-in, the Flamethrower can deal brutal amounts of armor-bypassing Burn damage to a large cluster of enemies. The Pistols can hit separate targets, and are best against weak foes. Thanks to the Vanguard talent, the close-range weapons are more accurate. The smoke grenades are for support, and can easily be swapped out for other systems, like jump jets.
Vanguard and Skirmisher Talents are most needed, but Armsman, Exemplar, or Guardian might also be of use.
Advancement Bonuses: +1 Hull, +2 Agility, +1 HP, +1 SP, +1 Harrison GENGHIS license
LINEBACKER II (EVEREST base)
HP: 10+5 Evasion: 8+2 Speed: 4+1 Heat Cap: 6 Sensors: 10
Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +0
TRAITS:
Initiative: The very first turn the Everest takes in any combat, it can take an extra Quick Action as a free action
SYSTEMS: Custom Paint, Personalizations, Stable Structure, Smoke Grenade (x2), Shield
MOUNTS: Flamethrower, Assault Rifle, Pistol (x2)
CORE system: GMS Hyperspec Fuel Injector
Active (requires 1 core power): Power up
Protocol. This turn only, you can make an additional Full Action as a free action or 2 Quick Actions as free actions.
This design is based around constant movement, with periodic pauses to repair damage and reload weapons. It tries to maintain medium range from targets, and always has some sort of defensive effect in place to minimize return fire.
The Reactive Weave system from the Metalmark License allows the pilot to rush into a zone, Brace against the first (or most dangerous) attack, and gain invisibility and +1 difficulty to be hit (until end of next turn), while also gaining an extra Move to offset next turn's Brace penalty. During next turn, the pilot might choose to Boost to keep moving, Skirmish from a superior position, or perform a Quick Tech within sensor range. Whenever the pilot chooses to Boost, the jump jet system will allow them to bypass terrain. The Type-I Shield should always be focused on the most dangerous enemy, unless ready to attack it.
The A-M Rifle is used as an opening salvo while closing with the enemy, followed by the area-effect Missile Racks at medium range. Since those weapons require reloading, a Hunter-Killer Drone Nexus serves as a backup weapon for medium range, and has an edge against targets with vulnerable E-Defense. This mech will need to take roughly every 3rd or 4th turn "off" to repair and reload.
Relies on the Skirmisher Talent set, but Ace, Armsman, and Gunslinger Talents can also be helpful.
Advancement Bonuses: +2 Agility, +1 Systems, +1 HP, +1 SP, +1 SSC METALMARK license
RUNNING BACK II (EVEREST base)
HP: 10+3 Evasion: 8+2 Speed: 4+1 Heat Cap: 6 Sensors: 10+1
Armor: 0 E-Defense: 8+1 Size: 1 Repair Cap: 4 Tech Attack: +0+1
TRAITS: (As EVEREST)
SYSTEMS: Reactive Weave, Custom Paint, Personalizations, Shield, Jump Jets
MOUNTS: Anti-Material Rifle, Main Nexus, Missile Rack (x2)
CORE system: GMS Hyperspec Fuel Injector (As EVEREST)
Wade into battle, launching swarms of attack drones at foes, while a creeping nano-smoke cloud guards you and your allies.
The howitzer serves as a long-range, area-of-effect opener. As the mech closes in, it can deploy the Hive Drone to create a zone that gives light cover to allies and damage to enemies. The Drone Commander talent makes the Hive Drone tougher and more mobile, so it can keep up with the mech. At medium range, the mech begins firing its nexus weapons. The Gunslinger talents make the light nexus weapons more accurate, and grants a free counterattack each round. The Centimane talent enhances critical hits using the nexus weapons, shredding a target's armor and resistances. Because the mech's main weapons are single-target, it can use its shield to defend against other targets while still maintaining volume-of-fire.
This build uses the Talents from Centimane 1, Drone 1, Gunslinger 2.
Alternate builds: drop Custom Paint and Grenade for Jump Jets; Swap Hive Drone for Restock Drone (needs License change); Replace howitzer with mid-range heavy or main weapon
Advancement Bonuses: +2 Hull, +1 Agility, +1 HP, +1 SP, +1 Horus BALOR license
DARK WIND (EVEREST base)
HP: 10+7 Evasion: 8+1 Speed: 4 Heat Cap: 6 Sensors: 10
Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4+1 Tech Attack: +0
TRAITS: (As EVEREST)
SYSTEMS: Hive Drone, Custom Paint, Personalizations, Grenade, Shield
MOUNTS: Aux Nexus (x2), Main Nexus, Howitzer
CORE system: GMS Hyperspec Fuel Injector (As EVEREST)
Climb to the top of the highest hill, borrow the eyes of your nearest friend, and start putting rounds down-range. If high-velocity slugs won't do the trick (a rare event!), you can hack your targets' computers from far outside their own range.
This mech craves line-of-sight, so you should use its Jump Jets to get up high, then use the Jericho deployable cover to make a sniper nest. Crack Shot talents allow you to immobilize yourself to gain rifle accuracy, then exchange that accuracy for doubled range. Because you didn't move during your turn, the Spotter talent grants you a free Lock-On attack at the end of the turn. And using the Meta-Hook system, you can count an ally's sensor range as your own. This means that every round you spend in the nest, you can fire a Barrage at long range and still try to give target locks to your allies. Because of your extended sensor range, you can also make Tech actions from the safety of the nest.
Crack Shot 2 and Spotter 1 talents are core to this build. You can place 1 point into one of the following talents, depending on which extra effects you want for your attacks: Exemplar, to mark and challenge targets; Guardian, to pin enemies and cover allies; Hacker, to enhance your Tech attacks; OR Tactician, to gain accuracy.
Alternate builds: exchange one Assault Rifle for an area-effect or melee weapon; drop the Custom Paint to upgrade the Jump Jets, in case high ground isn't available
Advancement Bonuses: +3 System, +1 HP, +1 SP, +1 Horus GOBLIN license
WIDE RECEIVER II (EVEREST base)
HP: 10+3 Evasion: 8 Speed: 4 Heat Cap: 6 Sensors: 10+3
Armor: 0 E-Defense: 8+3 Size: 1 Repair Cap: 4 Tech Attack: +0+3
TRAITS: (As EVEREST)
SYSTEMS: Horus Meta-Hook, Custom Paint Job, Personalizations, Jericho, Jump Jets
MOUNTS: Anti-Material Rifle, Assault Rifle (x2)
CORE system: GMS Hyperspec Fuel Injector (As EVEREST)
Rush your target, slam them to the ground, and make sure they stay there. Even better if the target has a friend by their side.
This mech works best when it can rush towards the most dangerous foe on the field, using its Shield and Smoke Grenade to defend itself, and firing its Missile Racks on approach. Once engaged, the pilot can use the Duelist talents to attempt to trip their foe. If they can force the target prone, then a Grapple can pin them down, where the Brawler talent will increase melee accuracy. Should there be other enemies near the primary, the Executioner talent allows the mech to take a swing at them, too. The Chain Axe shreds a target's armor on a critical hit, while the Heavy Melee weapon just deals lots of damage. If there is no enemy ace or high-value target on the field, then the mech is still good at clearing out softer targets that are clustered together.
Brawler 1, Duelist 2, Executioner 1
Advancement Bonuses: +1 Hull, +2 Agility, +1 HP, +1 SP, +1 IPS-N BLACKBEARD license
TACKLE II (EVEREST base)
HP: 10+5 Evasion: 8+2 Speed: 4+1 Heat Cap: 6 Sensors: 10
Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +0
TRAITS: (As EVEREST)
SYSTEMS: Synthetic Muscle Netting, Custom Paint, Personalizations, Smoke Grenade, Shield
MOUNTS: Missile Racks (x2), Chain Axe, Heavy Melee
CORE system: GMS Hyperspec Fuel Injector (As EVEREST)